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NM 09 Bounty Hunting A Necromunda Minicampaign
NM 09 Bounty Hunting A Necromunda Minicampaign
A NECROMUNDAMINI.GAMPAIGN
by Nick Jakos
"something is going on in tbe Underbiue. You can see it on tbe faces doun here. Gangs are
splitting up; fighters are going out on tbeir oun, heading for the breecbesin tbe Hiue utalL
Th"y'rn beading out into tbe Asb Wastesto find glory and ricbes. They'refools if you ask me
The only tbing tbey'It find. out there is deatb in tbe winds. But now it's quiet, and tbe
tlnderbiue is a great place to be. Soget those dreams of tbe desert outta your bead and listen
up. Tbere's fttoney tuaiting to befound bere."
In Necromunda's Underhive there are
criminals around every corner. In the
settlements, unlicensed doctors, trigger
happy mercenaries and drug dealers stir up
the local populations. Rogues in the trading
posts buy and sell illegal equipment,
swindling the unlucky customer for just a
few creds. In the shadows, mutants and
Chaos cults hide and wait for their
IIVERUIEW
CAMPAIGII
The Bounty Hunters mini-campaign takes place
during a lull in gang fighting in the Underhive.
As gangs divide and head for the Ash Wastes,
the Guilds are having a slight difficulty
maintaining control in the setdements and a
large number of bounties have been offered to
anyone willing to keep the peace.Nonl gangers
have the chance to form into bands ofbountv
THECAMPAIGI{
BEGII{]{II{G
Once the players have decided to begin the
all action in the regular
mini-campaign,
campaign stops. Each player must now
create his Bounty Hunter warband. The
gang is assembled just like a regular gang,
using 1,000 creds to create the force. Bands
may be made up of no more than two
Heavies, and no more than half the group
may be Juves (or their equivalent).
in the
are not permitted
Outlanders
campaign. Players wishing to play with
Bounty Hunters will play as arbitrators.
Spyrers are not present in the campaign at all.
In addition to creating a gang from scratch, as
^ garrg is created, the players also have the
option of picking to use fighters who are
akeady a part of the campaign. These fighters
are hired in the same way as regular fighters,
worth their cost plus experience in creds.
Leaders that exist in the campaign may not be
used in a bounty hunting warband.
HIREII
GUIIS
For the Bounty Hunting campaign, each
gang is permitted to hire up to two Hired
Guns at the beginning of the campaign.
These guns will stay with the gang for the
entire campaign, or until the player
dismisses them. To hire a gun, the
players must pay twice the standard hire
fee and three times the cost for a Bounfy
Hunter. This is only paid once at the start
of the campaign. Hired Guns count as a
of
p^rt
of the gang for purposes
the rewards (described in
distributing
detail later). Once a gang has been
initially created, it cannot be changed.
Players cannot hire any other fighters
until the campaign is over.
Once the gang has been formed, the
player must nominate a leader. This does
not have to be a leader purchased brand
new. In fact, the leader can be any
member of the gang the player wants.
Maybe a very experienced Ganger, maybe
a Hired Gun. Juves are the only fighters
who may not be the leader. The elected
leader ofthe gang inherits the Leadership
skill for the duration of the campaign,
and will be the one to go to the trading
posts and make deals.
The gang is given only a single piece of
territory a settlement, from which they may
collect the usual 30 creds. They may not,
however, roll to acquire more Juves as in a
regular campaign.
THEBOUI{TIES
Once the gang have been assembled, its
time to find out who they will be hunting.
The number of targets to hunt can be
decided ^ny way. Usually, a roll of a D6 or
2D6 will do fine, though for larger
campaigns, more bounties will be needed.
Generally speaking, the more bounties
there are, the smaller your battles will be usually only involving two gangs. The fewer
targets, the larger the battle, with as many as
three or four gangs hunting the same
bounty in the same game.
The bounties can be neady anything,
though normally hunters only look for the
biggest bounties to catch. Once the number
of bounties has been determined, each
bounty must roll on the Bounty Thble to
determine what exactly it is. This roll is
made on a2D6.
PTAYING
THECAMPAIGI{
There are a number of ways to go about
bounty hunting. I will cover two of them
here. Each method bears its own fruit, and
in my experience they have both been
tremendously fun. Of course, feel free to
play in as many different ways as you can
think of and be sure to let me know what
works best.
SII{GLE
GAI{GS
The first and easiest method to play the
bounty hunt is with a single gang. In this
method, a player's entire gang goes on a
search for the targets together. Each player
plays against the arbitrator individually and
competes with every other gang.
::i:1*i{f
TEAMWORK
This method is a lot more fun. Ifith this
method, each player's gang is broken down
and every fighter must hunt up to D3 targets
on his own. This means that when multiple
gangs send fighters after one target, those
fighters can then band together. In terms of
the battle it means that two or three players
can team up against the arbitrator. This also
means that more targets can be hunted
though there is probably a better chance of
them getting away.
If playing the team method, a reward for a
bounty is dMded amongst all of the fighters
who took part. They then take their share
back to the gang.
Irhen bounty hunting, it is best to keep a
chart or list of the players, the targets and
the status of battles so far. Each target will
be hunted in order until it has been
eliminated or has escaped. Once all the
targets have been eliminated
or has
escaped, the players can either choose to
roll up new targets or end the campaign.
PLAYI]IG
GAMES
Once a target has been chosen and the
hunters decided it's time to get playing they
need to decide on a scenario. Almost all
scenarios will work for a Bounty Hunt, as
well as those included later. Before each
game one selected player must roll 2D6 on
the Bounty Hunter Scenario table opposite.
For some of the stranger bounties, such as
vermin, Zombies and monsters, the games
A DAY11{
THELIFE
OF
A BOUI{TY
HUIITER
POST
PROCEDURE
GAME
Once a game in the Bounty
Hunter
campaign has ended, the post game
sequence changes only slightly from that of
the normal campaign. Experience, skills and
injuries are all handled in the same way as
usual.
V/hilst ^ garrg is hunting a target it has little
time to stop offat the tradepost or make any
extra money. Whilst hunting a target, the
gang may do nothing after the battle but
forage for food in the same way Outlanders
do. They may not purchase newweapons or
equipment, go to the trading post or any
other activitf
Once a target has been captured, the gang
may make their way back to a settlement
and trade as normal. At this time, they
receive their reward, may buy equipment,
trade and send one of their men to get extra
money at the settlement.
THEEl{DOFTHECAMPAIGN
Once all of the targets have been taken out
or have escaped. the mini-campaign is over.
All rewards are given out and then divided
evenly between the members of the gang.
AIIDFINAIIY...
Here is a list of scenarios that will work
perfectly for Bounty Hunting. These
will be coverednext issue.
scEr{ARr0s
Gang Fight
Purge
Storming the Barricades
The Heist
Hit and Run
It Came from the Sump
I Survived the Zombie Lair